precision mediump float;
uniform sampler2D u_texture;
uniform float limit;
uniform sampler2D u_depthtext;
varying mediump vec2 v_uv;
void main(void)
{
	
	vec3 color1 = texture2D(u_texture, v_uv).rgb;
	vec3 color2 = texture2D(u_depthtext, v_uv).rgb;
		//vec3 color = texture2D(u_texture, v_uv).rgb;
		//float brightness = 0.3 * color.r + 0.59 * color.g + 0.11 * color.b;
	//	float val = step(limit, brightness);
	//	gl_FragColor = vec4(color * val, 1.0);	
	gl_FragColor = vec4(color1+color2, 1.0);

}
